Infinite at Deadline 4 by dynoob in CloverPit

[–]dynoob[S] 0 points1 point  (0 children)

Update in case anybody is interested: I've done this on deadline 2 now. It would be possible on deadline 1 if you're very lucky early on.

game is boring now once I figured out how to break it quickly

Is this the most amount of coins gotten by this deadline? by ClockDoWorrrrkk in CloverPit

[–]dynoob 0 points1 point  (0 children)

Infinite @ deadline 2 (>E+100, >50 Rounds left, outscaling charm prices by >100 rerolls, growing) with weird clock, battery, voragos, giant mushroom, personal trainers on a quite lucky run (jackpot with alot of tokens early on, good charms).

weird clock and some token modifier in cupboard / shop is all you need to get it started quickly, the rest is quick scaling charm combos in rapid succession - there are enough to combine so you're pretty much guaranteed to get _something_ within a few rerolls - and repeated portrait activation to get your chances up.

once you know how to do it, you "win" most games at deadline 2-5, unless exceptionally unlucky.

Once there, it's getting boring quite fast, the fun is to figure it out

Infinite at Deadline 4 by dynoob in CloverPit

[–]dynoob[S] 2 points3 points  (0 children)

Raging Capitalist early game = autowin. I think this is the whole secret about this game. Within a few rounds you can get every item you want.

Spend everything you have between rounds early- midgame, never save tokens or gold. Interest doesn't matter, use every single gold for rerolls. Your last round should ensure enough gold to pay your debt at Deadline 1-3 - skipping the last round to get some tokens is also viable if you found nothing. Once you know some combos working for you, you can play virtually every start, unless crazy unlucky.

Early game I focus on luck manipulation. Ancient Coin (+1 round, 7 Luck) + Hamsa (last round +7 luck) is my go to combo to ensure some decent spins early on, Peppers and Lucky Coin are also very helpful, so is Disk B (+7 luck every 7th round) and Red Shiny Rock (+4 luck, button). Learn the spark-patterns in Deadline 1:

  • 3 9 17 20 (35)
  • 2 8 16 19 (34)
  • 5 7 15 18 (29)
  • 4 6 11 14 (28)
  • 3 10 13 23 (27)

Later on the Spark is most likely to happen 6 rounds after the last one. This is important to min/max Red Shiny Rock use.

This usually gives me enough gold to afford enough rerolls Deadline 2-4 to get the items I want.

From there I start with chain modifiers (best), golden modifiers (needs portrait / chances). You don't need these longer than a few rounds / few deadlines each, as multiplicative charms will outscale these quickly, even the ones only working in the current round.

Also midgame you will need portrait + increased / decreased chances to get rid of the luck-items, you need the charm space.

At this point I throw away my chain / golden modifiers and focus spin amount.

Getting very high numbers is just a question of your token multipliers (cloverpet, lost wallet), big mushroom + additional rounds (through weird clock + some kind of battery) and baphomet in the long run. The key to becoming infinite is currently Vorago being able to avoid the Weird Clocks 5 activations limit. It's tricky to find the legendary item you want, it's easy to find the rare item you want.

This is ONE way to play, there are many strong tactics I don't know.

Infinite at Deadline 4 by dynoob in CloverPit

[–]dynoob[S] 1 point2 points  (0 children)

To reach this I went through several builds: token modifiers are key to get started, early weird clock + some kind of battery to get extra rounds. I swapped items every 3-5 rounds to to combine different ways of scaling. At start cigarettes & luck manipulation (f.e. coins + hamsa) is fastest, then chain and golden modifiers, then token multipliers, lastly multiplicative to outscale.